Files
MenShiyun 6cea286d20 Fix GameDataPath exception in non-Unity3D games (#1416)
When `GameDataPath` is invalid, do not throw an exception; instead, set
both `GameDataPath` and `ManagedPath` to `null`.
2026-10-16 12:41:59 +02:00

148 lines
5.9 KiB
C#

using System.IO;
using System.Linq;
using System.Reflection;
using MonoMod.Utils;
using SemanticVersioning;
namespace BepInEx;
/// <summary>
/// Paths used by BepInEx
/// </summary>
public static class Paths
{
// TODO: Why is this in Paths?
/// <summary>
/// BepInEx version.
/// </summary>
public static Version BepInExVersion { get; } =
Version.Parse(MetadataHelper.GetAttributes<AssemblyInformationalVersionAttribute>(typeof(Paths).Assembly)[0]
.InformationalVersion);
/// <summary>
/// BepInEx version without the build suffix.
/// </summary>
public static Version DisplayBepInExVersion { get; } =
new(BepInExVersion.Major, BepInExVersion.Minor, BepInExVersion.Patch, BepInExVersion.PreRelease);
/// <summary>
/// The path to the Managed folder that contains the main managed assemblies.
/// </summary>
public static string ManagedPath { get; private set; }
/// <summary>
/// The path to the game data folder of the currently running Unity game.
/// </summary>
public static string GameDataPath { get; private set; }
/// <summary>
/// The directory that the core BepInEx DLLs reside in.
/// </summary>
public static string BepInExAssemblyDirectory { get; private set; }
/// <summary>
/// The path to the core BepInEx DLL.
/// </summary>
public static string BepInExAssemblyPath { get; private set; }
/// <summary>
/// The path to the main BepInEx folder.
/// </summary>
public static string BepInExRootPath { get; private set; }
/// <summary>
/// The path of the currently executing program BepInEx is encapsulated in.
/// </summary>
public static string ExecutablePath { get; private set; }
/// <summary>
/// The directory that the currently executing process resides in.
/// <para>On OSX however, this is the parent directory of the game.app folder.</para>
/// </summary>
public static string GameRootPath { get; private set; }
/// <summary>
/// The path to the config directory.
/// </summary>
public static string ConfigPath { get; private set; }
/// <summary>
/// The path to the global BepInEx configuration file.
/// </summary>
public static string BepInExConfigPath { get; private set; }
/// <summary>
/// The path to temporary cache files.
/// </summary>
public static string CachePath { get; private set; }
/// <summary>
/// The path to the patcher plugin folder which resides in the BepInEx folder.
/// </summary>
public static string PatcherPluginPath { get; private set; }
/// <summary>
/// The path to the plugin folder which resides in the BepInEx folder.
/// <para>
/// This is ONLY guaranteed to be set correctly when Chainloader has been initialized.
/// </para>
/// </summary>
public static string PluginPath { get; private set; }
/// <summary>
/// The name of the currently executing process.
/// </summary>
public static string ProcessName { get; private set; }
/// <summary>
/// List of directories from where Mono will search assemblies before assembly resolving is invoked.
/// </summary>
public static string[] DllSearchPaths { get; private set; }
public static void SetExecutablePath(string executablePath,
string bepinRootPath = null,
string managedPath = null,
bool gameDataRelativeToManaged = false,
string[] dllSearchPath = null)
{
ExecutablePath = executablePath;
ProcessName = Path.GetFileNameWithoutExtension(executablePath);
GameRootPath = PlatformHelper.Is(Platform.MacOS)
? Utility.ParentDirectory(executablePath, 4)
: Path.GetDirectoryName(executablePath);
if (managedPath != null && gameDataRelativeToManaged)
{
GameDataPath = Path.GetDirectoryName(managedPath);
}
else
{
// According to some experiments, Unity checks whether globalgamemanagers/data.unity3d exists in the data folder before picking it.
// 'ProcessName_Data' folder is checked first, then if that fails 'Data' folder is checked. If neither is valid, the player crashes.
// A simple Directory.Exists check is accurate enough while being less likely to break in case these conditions change.
GameDataPath = Path.Combine(GameRootPath, $"{ProcessName}_Data");
if (!Directory.Exists(GameDataPath))
GameDataPath = Path.Combine(GameRootPath, "Data");
}
if (string.IsNullOrEmpty(GameDataPath) || !Directory.Exists(GameDataPath))
GameDataPath = null;
ManagedPath = managedPath ?? (GameDataPath != null ? Path.Combine(GameDataPath, "Managed") : null);
BepInExRootPath = bepinRootPath ?? Path.Combine(GameRootPath, "BepInEx");
ConfigPath = Path.Combine(BepInExRootPath, "config");
BepInExConfigPath = Path.Combine(ConfigPath, "BepInEx.cfg");
PluginPath = Path.Combine(BepInExRootPath, "plugins");
PatcherPluginPath = Path.Combine(BepInExRootPath, "patchers");
BepInExAssemblyDirectory = Path.Combine(BepInExRootPath, "core");
BepInExAssemblyPath = Path.Combine(BepInExAssemblyDirectory,
$"{Assembly.GetExecutingAssembly().GetName().Name}.dll");
CachePath = Path.Combine(BepInExRootPath, "cache");
DllSearchPaths = (dllSearchPath ?? new string[0]).Concat(new[] { ManagedPath }).Where(p => p != null).Distinct().ToArray();
}
internal static void SetPluginPath(string pluginPath) =>
PluginPath = Utility.CombinePaths(BepInExRootPath, pluginPath);
}